Well, let’s see.
In War of the Vikings, if I knock someone down (IE, dying, but not dead), I get 100 EXP for it. That’s where the majority of it actually comes from. If I get hits on an enemy in most games, and they die/get knocked down, I get EXP for helping my team mates win, IE, assists. Since killing is so ridiculously hard in this game, I’d suspect that we’d at least get SOME points for at least trying to help our team out.
As for these elitist shenanigans: Save it. I’m not here to play Dark Souls, or whatever super duper hardcore game that you think this game is/should be. I’m here to play simple rounds of PvP, and try to have some fun while earning skins. Sorry if this isn’t hardcore enough for you.
Not to mention healing and buffs and other things also gets you points in games, which rewards you for working as a team. There are times on TF2 where the Medics have the highest scores.
When the game starts, ask your whole team to come stand on your home node together and cap. Then you will get 10 points. Problem solved.
This is just a suggestion, but I feel that currently, in tPvP, there is not enough punishment for becoming downed. Good teams can rez almost instantly, which does take coordination, but when you see people get resed 3+ times in a row, it gets kind of silly.
What if, keeping downstate the same as it is, 5 points are awarded to a teams score for downing, and then another 5 points are awarded on completion of stomp, or cleave death of a player.
This isn’t as dramatic of a change as altogether removing downstate (which I believe would be extremely beneficial for WvW and PvE, not so much for PvP), but it does add extra punishment for becoming downed frequently and needing a res from your team.
Minion Necro is the only spec here which can literally stand in place and not touch anything while still dealing significant damage to an opponent.
wow. such fabrication.
much lies.i dare you to play a minion master necro just by standing there, and not pressing any buttons.
let me know how many seconds you survive before they butcher all of your minions quickly and put you down.
]Now, Minion Necro could be a spec involving skilled gameplay if the passive damage was removed from the minions and minions had more utility.
this is an absurd and unreasonable change.
totally not needed as well.currently, the minions do some damage and have some utility.
this is working fine.the minions are not that hard to burst down, once the minions are down, the mm necro goes down rather quickly as well.
….
honestly, have you even played a mm necro yourself?
i know you play a ranger since i encountered your ranger in game before though.
have not met you again in the game since.
I’ve played minion necro a bit in solo queue (where i could consistently win 2v1s with only a beginners acquaintance with the spec), and I’ve come across enough clueless minion masters to know that the spec is probably the most reward for the smallest amount of effort in the game right now.
Maybe I slightly exaggerated, but yknow, a minion master can easily take away 75% of a thief’s health with one CC and a bunch of passive damage from the minions.
Not only is Minion Master absurdly easy to win 1v1s with, it’s also my #1 candidate for screen clutter currently, other than mesmer. And mesmer was intended to be like that.
You play warrior. Warrior with hammer/longbow is probably one of the very best counters to minion master as earthshaker can stun multiple minions at once while combustive shot eats away at their health. For people not playing tanky AoE-CC based specs, minion master is a nightmare.
In fact, other than spamming AoE, minion master has zero counterplay. Zero. A good minion master with life force can absolutely murder you if you try to apply focused DPS. Asura minion masters are impossible to see as well due to the fact that some of their minions are actually larger than they are.
Minion Master is not fine at all, and has my vote for the poorest designed spec in the game right now.
Now, is Minion Master “viable” in top level team queue? Maybe not. However, it’s one of the most annoying things to play against given all of the facts I’ve just listed.
If Necro minions were tankier, dealing less damage, but offering more team utility, they might find a legitimate use other than being a solo queue troll build that should never lose a 1v1 when played right.
Snip
I understand your proposal, I would love for necro to be more active. All of necro skills need better cast time. Even for wurm, I can’t use it in battle, even placing it far away feels stupid. That skill should have a 1/4 cast time, so it can be used in battle. All tele skills are already instant. I want to love necro, but it’s too slow, it needs more mobility.
I think without as much passive damage, minion cast times could be significantly decreased.
will this take another 8 month to fix?
Probably longer, seeing as it isn’t broken, there’s just a high quantity of fools that think it is.
Yknow what I did when pets started dealing twice as much damage as normal? I reported it. I didn’t come on the forums claiming it had always been like that. Grow up.
Minion Necro is the only spec here which can literally stand in place and not touch anything while still dealing significant damage to an opponent.
Now, Minion Necro could be a spec involving skilled gameplay if the passive damage was removed from the minions and minions had more utility. For example, if Shadow Fiend was an AoE blind and short chill. If Bone Minions exploded into a cloud of weakness and poison. If Bone Fiend’s immobilize had a reasonable cast time.
Right now the only truly well designed minion is probably Flesh Wurm, where it offers reasonable utility and damages only if the enemy is within range and chooses not to kill it.
As for spirit Ranger, I would actually prefer Spirits to work like this:
Instead of having passive abilities, spirits passive are combined into their current passives, for example, Sun Spirit would look like:
20 second cooldown, your sun spirit blinds all enemies nearby, you and allie’s next attacks do 4 seconds of burning. This ‘burning attack’ would appear on the rangers bar as the current sun spirit passive icon.
This preserves the sun spirit’s basic function, without even a percentage nerf, but adds a LOT of counterplay and skillful play. Say my team has an enemy down, I hit my sun spirit, blinding the enemy team and applying lots of burning to my team’s cleave.
The other spirits could be reworked in exactly the same way, although there might need to be some rebalancing done to cooldowns and such.
Frost Spirit might look like this:
20 second CD, your frost spirit chills nearby enemies for 5 seconds (pulsing), you and your teammates next attack does 50% more damage
Suddenly frost spirit is actually viable for burst comps and again, the former passive is made into something cool, and noticeable. Imagine a zerker ranger/thief frost spirit duo
—————————————————-
As for PU mesmers, the solution is pretty simple: summoning a phantasm from stealth should cause reveal, as it is an attack which does damage. Problem SOLVED
(edited by infantrydiv.1620)
So, in PvE, do you get rewarded for ‘almost’ killing a boss, now?
“Play Now” should redirect players to an unrated queue where they can play solo or with friends in a party.
Hotjoin can be left as is, with manual join via the game browser.
Right now Ranger Greatsword lacks a lot of synergy in most parts of the game.
It isn’t used much in PvP, because its melee with not a lot of CC. In WvW it’s decent for zering, but again it isn’t amazing. In PvE it just flat out sucks because the auto DPS is so low.
Maul is one of the most highly telegraphed attacks in the game and without a lot of prebuffing doesn’t do much damage.
By adding a blast finisher, it would reward skillful play, and we might start seeing Rangers more accepted in zergs, because a good melee blast finisher like that on a tanky character would be an asset.
In PvP, Maul might need to have it’s CD slightly increased, but it would synergize well with traps, as well as in team fights.
until mesmer phantasm damage is reduced, thats the biggest change.
and balthazar engineers.
Pretty sure PvP population has like tripled after this patch.
But you are right, GW2 pvp should instantly be multi-million cash prize esports, otherwise it’s an epic fail. eye roll
Yes its right, it has to do with the way the new scaling was implemented.
If you were at 40, you would become 41.
The new scaling works so that 1-39 stay the same as they were prepatch, while every rank after is now a steady 20k rank points.
The reason why I don’t do fractals isn’t because it takes a long time… it’s because there is no guarantee I’ll ever get the skin I want.
Even if the track was 20x longer than normal, I’d much rather do it in pvp for a guaranteed skin.
Not to mention, an unranked queue would have:
-no daily limit on reward paths
-more rank points rewarded
-progress towards tournament achievement titles (champion magus, phantom, etc)
-always be on your friends team instead of being autobalanced
The whole “I’m gonna drop shadow refuge near your homepoint and then run off to mid while you stand there for 30 seconds so your team has to fight a 5v4 durr hurr I’m so smart” thief strategy is pretty annoying.
If thief were better balanced, they’d have better overall survivability, and have to spec into mobility/stealth more heavily if those were the things they wanted to build for.
Pure passive toughness without things like vigor or dodges would probably be:
Minion Necromancer
25k health
Close to 3k armor
Tons of passive body blocking from minions
Bunker warrior is absurdly tanky, but also quite boring, and you agree with me there I see xd
Ranger can be very tanky, but relies a lot on evades
The OP nails one of the reasons why I’m probably never going back to sPVP: the frontiersman days are over.
When GW2 first came out, everyone was experimenting with builds, so pretty much anything was possible. Teams and strategies didn’t fully form, and so there was a lot of forgiveness and leeway in the game. At this point, I could have random, stupid, n00by fun, and there wasn’t a single person who hated this fact.
But now that everything is so solidified, sPVP sounds like a horrible game mode to play. You are stuck using specific meta builds and specific strategies against players who are 10 times better than you with 10 times better hardware and experience. These builds only work when other team members do their meta-based things, so experimentation is discriminated against. This means that, unless you happen to like a meta-build’s particular playstyle or role, then sPVP isn’t going to be fun to play.
To top it off, no one wants you to be there. The vets don’t want to put up with you, or teach you. Any sane person who walks someplace new and faces immediate hostility wouldn’t ever go there again. Despite how much QQing the sPVP community does about a lack of playerbase, this is at constant odds with their desire to only play with seasoned vets.
The only complaint that Veteran PvPers have is that the game currently starts out new players with an extremely high MMR. If you look at the leaderboards currently you will see plenty of people with barely any games played yet high MMR.
MMR needs to start at 0-25% for new players and they need to work their way up to be able to play with the vets rather than starting out with them and either getting lucky, or getting crushed.
Starting new players at rock bottom would instantly solve most of the complaints.
Your post really does most pvpers a disservice, as I and many others definitely don’t mind helping or giving advice to new players.
(edited by infantrydiv.1620)
I got hit for 10k by the elementalist yesterday
Please for the love of god, put a rank limit on ranked solo queue. No ranked queues before rank 30.
Remove hotjoin, or make the rewards even smaller.
Add a casual unranked queue which you can play in solo or with a party but uses a hidden MMR.
/rekt
I had some stockpiled Undead and Krait runes along with a few sigils of air and earth that disappeared from my bank after the patch.
I assume the rune changes must have bugged them causing them to disappear or something… is there anything you guys can do?
I had lots of Undead and Krait runes stockpiled in my bank. They have all disappeared.
What is going on?
It is a bug. BM is bugged and will be fixed tomorrow
Every rank after 39 is now 20K rank points.
Learn to do math and figure it out for yourself
Hey guys lately I have been dueling a lot of players from other servers to help get better and I realized that players of equal skill on other classes I have a really hard time winning against. Everyone says that thief is OP but we are only OP against unskilled players.
Put us up against a player of equal skill on another class and we will probably lose (Or at least me). Thieves just seem to have to sacrifice way more than other classes to do more damage or to survive. So I wanted to discuss if the thief community thought the thief was weak both in Spvp and in WvW compared to other classes.
Thief is the strongest roaming class in WvW and is great in PvP.
Uh, the new patch introduces a new map.
Also, TotSS was added after release and is a map favorite for many people. Skyhammer is a different story.
New traits, runes, sigils, amulets count as ‘new content’ for pvp, for me at least
Also, answering your question about pets:
No, pets aren’t required. Minion aren’t even very good in WvW, you can play power or condition builds with no pets at all and do great for roaming
Necro is sub par for PvE (pretty nonexistant support/ average DPS). It’ll be fine, but you might meet elitist pvers who dont want to take a necro due to those reasons.
For small group/solo roaming its quite strong, and pretty fun to play imo. Although the lack of disengage/low mobility can be pretty annoying. With a small guild group or a couple of friends, necro has a good selection of builds you could use to roam efficiently. Necros are also good at flipping camps solo.
For tagging stuff in events and living world necro is great.
I got 1 question left.. Is the Necro`s mobility really that bad??
Necromancers have no leaps or gap closers that can be used outside of combat. They have a good amount of swiftness with warhorn #5 and Spectral Walk, but other than this they are pretty slow.
In Anets defence: This has been common knowledge for a while now.
So, I totally get that, but why not add a vendor that sells you tokens for silver? That would have solved the issue and shown a shred decency.
I dunno about other people but when I knew that glory was being removed, I saved glory so that I could buy the tokens I needed.
Alberto, after you right click the name and select “report” you again have to type the name. I tried. Or do I miss something?
And okay guys, who told this infanty guy that I’m drinking while playing? Not nice guys, not nice.
Hmm I know how this sounds but I’m not paranoid, I know what I’ve seen and I was not the only one. 3 of these guys were in 1 team. I saw the warrior 3 days ago and the guardian last night.
I’ve played enough games to know what I can expect and what not. And I main a bunker guardian, tell me how a guardian without a buff icon or active aegis can stop shield 5 knock back?
If there were people able to execute bugs the way you describe, they would instantly be rising to the top of the leaderboards and everyone would see it.
Also, as I figured, from your later reply to dark catalyst, the real reason you dont want duels implemented is because you are afraid of being challenged to a duel and then badmouthed because you decline.
Well, how about just saying “Sorry, I don’t like duels.” And block the person.
Dueling anywhere in the game would be a great addition for the reasons listed by TamTiTam.
The only prerequisite needed would to have a ’Duel Requests On/Off" button, which was automatically set to off for brand new players.
Two people dueling near an event would scale up the event even if they weren’t participating. That means less people doing a harder event, because two people choose to dual there.
That’s not acceptable. The areas in which you duel should not have events for this reason.
Lol what? Do you even realize how weak an argument this is? Two people doing anything near an event be it gathering or just chatting or AFK would scale up an event. And since when are world events in this game hard?
Not to mention the fact that Arenanet could easily make people in duels not count toward event scaling.
This is what happens when you drink and play.
Never seen any of this stuff
Necro is sub par for PvE (pretty nonexistant support/ average DPS). It’ll be fine, but you might meet elitist pvers who dont want to take a necro due to those reasons.
For small group/solo roaming its quite strong, and pretty fun to play imo. Although the lack of disengage/low mobility can be pretty annoying. With a small guild group or a couple of friends, necro has a good selection of builds you could use to roam efficiently. Necros are also good at flipping camps solo.
For tagging stuff in events and living world necro is great.
Staff elementalist
Bunker Guardian
Spirit Ranger
Trickery Thief
Hambow Warrior
Organized tPvP:
1. Guardian
2. Thief
3. Warrior
4. Ranger
5. Engineer
6. Necromancer
7. Mesmer
8. Elementalist
After the patch I expect to see necro move back to the bottom of the charts, warrior as average, Elementalist in the top 4, and Engineers become even better because of less condi necros.
My “standard trickery thief’s steal skill” does not do all those things. If I wanted to dump my entire trait line (and more, trickery does not give damage, that would be mug) into one skill with a 22.5 second cooldown, I would be one dumb thief, and I would have no counters to any opponents move. I think a requirement for all thief OP threads is a video demonstrating its full effectiveness in said field (here sPVP) and if your video isn’t you going against a motionless rank 1 player, than I (and I’m sure other players) will pay attention as to how no other class seems to have the ability to hit the thief.
facepalm Watch Caed (Narcarsis) play PvP then, bro
In my opinion, GS is the weakest ranger weapon right now. Hits like a wet noodle.
Condi shortbow is very viable for roaming in WvW. You can play it with a tanky Spirit or BM set up, or put on some rabid gear with sigils of earth and bleed on crits and burst people down with condis
Target the Weak and Strength of Undeath are decent traits for a power build, but since you are running a condition set up, there is no reason to take these over something like Lingering Curse or Withering Precision (Curses XI, XII)
Actually every trait is worth taking over Withering Precision (<-worst trait ever).
Lingering Curse, also meh for PvP.He uses a carrion amulet which gives him a total of 1840 power, with that in mind, I can see this kind of trait setup working pretty well with a hybrid build.
The only problem I would then have is the horrible direct damage scaling of the scepter, but I guess that’s a matter of personal play style.I do agree that you should use Consume Conditions instead of the signet.
Why would you want to play a kitten hybrid power/condi necro? Withering precision is pretty bad, yes. But at least would give you some damage mitigation in a 1v1 scenario vs a hambow or thief
Rofl Warrior nerfs are fine. This community is poison and is destroying the game. Burst condition damage is fine but not on a warrior. Good thing for ferocity buff. Anet does not know what its doing.
/sarcasm
Err, this change makes the torment from Impale much more bursty.
QQ more
This thread is so full of misinformation….
Damash what game mode are you most interested in? WvW Roaming? WvW zerging? PvP? PvE?
Although commendable that you came up with an original build, this build is horribly optimized.
Target the Weak and Strength of Undeath are decent traits for a power build, but since you are running a condition set up, there is no reason to take these over something like Lingering Curse or Withering Precision (Curses XI, XII)
Signet of Vampirism is pretty much the worst heal you could take on a necromancer as well, with Consume Conditions being superior in almost every situation (even when traited for signets)
Staff Mastery is an OK choice, but again, you’d be better off putting this into Curses or Spite (taking your two minor GM traits and staff mastery and putting those points for the extra condi duration and dhuumfire in spite)
Nice suggestions but:
Keep hotjoin/ca’s as training grounds, duels, whatever the community comes up with. Do not give it any rewards.
Well my suggestions kind of do this: Glory from hotjoins is halved, only the number of public servers required to house the demand are kept open by Arenanet.
Id prefer hotjoin to not give any glory, but these suggestions were meant as a compromise between different parts of the community
Dueling anywhere in the game would be a great addition for the reasons listed by TamTiTam.
The only prerequisite needed would to have a ’Duel Requests On/Off" button, which was automatically set to off for brand new players.
so i have 8 classes = weapons + armor is total somewhere around 70 total transmutation charges I will have to use to get back the same gear I already am wearing!!!!!!!!!???
edit: bold
That’s correct.
The change isn’t that great for multiclass pvper only players, for crossover players (who play multiple game modes) it’s quite nice. I understand your frustration though.
They give you 1 charge per rank in pvp, so if you are rank 40 right now, 40 free charges
nice sugestions , to bad anet dont listen to feedback
only problem i see that we already have realy small pvp comunity , if we gonna spilt this even more , we gonna w8 for que to pop for 1h
Well, I think that by replacing the “Play Now” button with the “Unrated Game” button, it would be relatively easy to transfer a lot of the current hotjoin community into the unrated queue.
This means that the solo and team queue population would probably remain the same while the former hotjoiners now enjoy increased rewards and more casual nature of the unrated queue.
Not only that, but as these hotjoin players play unrated queue, they will become more comfortable with conquest as a game mode and some may eventually decide to start playing the rated queues resulting in lower queue times.
Yes, sorry, I mistyped, I meant why more points for Team compared to Solo? I know that’s the case right now. I’m just not really sure why (if we assume both Queues would work with this change, which currently is debatable.)
1-5 for joining sounds good for Unrated Q!
I think the purpose behind more team queue rank point rewards is just the fact that it takes a lot more effort to get a group of 5 together for games and Arenanet wants to try and motivate some of these pug groups to actually form teams eventually
Does this mean I will need to re equip the gear I’m wearing with the transmutation charges?
Yep. And now you will look the same in both pve/pvp until you swap armor sets in pve